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EMPIRE: Game Manual

  • Jun 7, 2025
  • 16 min read

EMPIRE is a roleplaying game of civilization, conquest, and culture spanning the course of human history—from the Chalcolithic era to the modern age. Players lead tribes, kingdoms, or nations through millennia of innovation, war, diplomacy, and transformation. Will you cultivate philosophy, forge empires in fire and steel, or reshape the world with revolution? Each era brings new challenges and opportunities—from forging alliances to surviving plagues, from inventing writing to splitting the atom. Build monuments, make legends, and leave your mark on history. In EMPIRE, the rise and fall of civilizations is in your hands. What legacy will you leave?

GETTING STARTED

To get started with EMPIRE, the Game Master (GM) begins by selecting a starting era—this sets the tone, technology level, and scope of the early game. Most campaigns begin in the Chalcolithic, Bronze Age, Early Classical Era, Late Classical Era, Early Medieval, High Medieval, Late Medieval, 16th Century, 17th Century, 18th Century, Early 19th Century, or Late 19th Century, but groups may also choose to begin in any era depending on player interest. The chosen era determines which innovations are available, the level of political complexity, and the challenges players face. The GM can also decide how fast time progresses—whether each session spans years, decades, or generations—setting the pace for cultural evolution and imperial expansion.

Once the era is selected, the GM and players research historical or historically inspired factions from that time and region. These factions can be real-world civilizations like the Hittites, Mycenaeans, Han Chinese, Mali Empire, or Inca—adapted with flexibility—or fictional composites based on lesser-known cultures. The GM should ensure a diverse range of political systems, geographic settings, and starting advantages or challenges to encourage dynamic play. Players then take on the roles of rulers, generals, philosophers, or reformers within those factions. World maps, timelines, and real historical sources can all serve as inspiration—blending authenticity with imagination to make each campaign truly epic.

PREPARING THE CAMPAIGN MAP

To set up factions in EMPIRE, the Game Master begins by creating a mix of player and non-player civilizations. Each faction is placed on a world map that includes geographic features and regional trade routes. The GM maps out key cities, settlements, and cultural sites based on the era—early games may begin with a few scattered villages, while later eras feature large urban centers and fortified capitals. Each settlement should be categorized by size. This size affects available resources, population, and political influence.

Factions are then ranked into size tiers as well. Each tier defines population range, military capacity, administrative structure, and diplomatic reach. The GM prepares population statistics including urban vs. rural demographics, labor availability, and elite vs. commoner class ratios. Finally, each faction is assigned a level of technological development based on the era, including known materials, agriculture, transport, and warfare. Pre-existing buildings—temples, forges, granaries, academies, walls—should be detailed for each major city to reflect infrastructure and legacy. This groundwork ensures a balanced world, filled with diverse factions capable of trade, war, alliance, and transformation.

GAME MASTER'S ROLE

Running a game of EMPIRE involves the Game Master (GM) guiding the players through an evolving historical world where choice, consequence, and legacy shape the narrative. The GM acts as historian, storyteller, and strategist—overseeing how player decisions impact not only their own civilizations but also the broader world. Players may negotiate peace, declare war, advance science, or enact reforms, and the GM integrates these actions with a mix of real historical events and fictional developments. While the game can follow loosely accurate historical timelines, it thrives on the unexpected—plagues can arrive early, empires might rise where none once did, and lost knowledge may resurface.

The GM also orchestrates external forces that shape the world beyond any one faction’s control. Warfare between players or with NPC factions requires the GM to moderate outcomes based on troop strength, terrain, tactics, and morale. Natural disasters—floods, droughts, volcanic eruptions—introduce chaos and force adaptation. Technological advances like metallurgy, writing, or printing are gradually unlocked, often through collaborative or competitive milestones. Players may discover or steal innovations, while the GM manages how new tech changes trade, warfare, and culture. Through it all, the GM ensures that every session moves the grand story of human civilization forward.

ARMY & SETTLEMENT COMPOSITION

In EMPIRE, military forces are divided into navies and armies, each with specialized roles. Navies include sailors and rowers who operate the vessels, while marines serve as shipboard defenders and lead ship-to-shore combat. Armies are organized into cavalry, infantry, and artillery units, each further classified by weight: heavy units for prolonged frontline combat, medium units for holding or delaying actions, and light units for skirmishes, ambushes, and rapid maneuvers. Composition depends on each faction’s resources, terrain, and technology, allowing for diverse strategies—from chariot-led shock troops to disciplined phalanxes, nomadic horse archers, or cannon-supported siege battalions.

In EMPIRE, battles are costly, and every loss matters. Armies and navies that suffer heavy casualties—whether in defeat or victory—cannot easily recover their strength. Wounded or slain soldiers are gone for good, depleting manpower and weakening future campaigns. Even victorious forces may emerge broken, demoralized, or leaderless. Morale of surviving troops can plummet after brutal engagements, affecting discipline, loyalty, and performance in future battles. Rebuilding forces requires time, resources, and population, making each campaign a high-stakes gamble. Military recklessness can shatter empires as surely as defeat. Every general must weigh glory against survival—because in EMPIRE, victory has a cost.

In EMPIRE, settlements grow through interconnected building trees that reflect a civilization’s priorities. Economic trees include farms, markets, workshops, and trade hubs that generate wealth and resources. Political trees feature councils, courts, and palaces that increase stability, influence, and administrative control. Religious buildings like shrines, temples, and sacred complexes bolster morale, unity, and cultural identity. Scientific advancement comes from schools, libraries, observatories, and academies, enabling new technologies and innovations. Each tier unlocks more powerful structures, but requires investment, time, and sometimes geographic or cultural prerequisites, making city planning a strategic balancing act between prosperity, power, and progress.

In EMPIRE, cities are more than just urban centers—they include surrounding villages, farms, and outlying communities that support the metropolis. Constructing new buildings not only boosts employment and economic activity but also shapes demographic trends. Granaries and markets improve food security, encouraging higher birthrates. Temples and bathhouses enhance sanitation and public health, reducing disease and raising life expectancy. Schools and workshops attract skilled migrants, adding diversity and talent. As cities grow, their influence expands regionally, but so do challenges like overcrowding and unrest. Every construction project is both a civic investment and a strategic decision with lasting societal impact.

PLAYER ROLES

In EMPIRE, each player assumes the role of their nation’s leader, shaped by their culture’s political structure. This could mean ruling as a tribal chief chosen by consensus, a democratically elected consul, a military dictator backed by force, or an emperor commanding a vast bureaucracy. Players must navigate internal politics, manage succession, and adapt to cultural norms—some leaders answer to councils or senates, others wield absolute power. Leadership styles affect diplomacy, decision-making speed, and national stability. A clever ruler might rise through ambition or inheritance, but must always balance personal vision with the expectations and traditions of their people.

In EMPIRE, a player remains in the game as long as their faction maintains power. If their government is overthrown by internal coup, they lose. If their faction is conquered by a foreign army, they lose. If their royal dynasty ends—whether from assassination, illness, or lack of heirs—the player also loses, symbolizing the collapse of legitimacy and leadership. Maintaining control requires political savvy, military strength, and succession planning. Players must manage rivals, secure alliances, and ensure continuity of rule. One misstep—an unpopular policy, a failed war, or a fragile dynasty—can bring centuries of progress to a sudden, dramatic end.

TECH TREE

Each individual settlement has a sliding scale for size. If a settlement's population falls under its scale, it downgrades to the level that most accurately represents its population. The same goes for settlements that exceed its scale. No matter the scale, all buildings (except for roads) employ 10% of the settlement's population. That means if a settlement has nine buildings for example, ten percent of its residents are unemployed. A building may have more than ten buildings, but if the average number of buildings per city is above 10, women of the settlement may start campaigning for right to work, children may be placed into the labor market, or immigrants from nearby factions may begin to arrive looking for work. Check the building tree below to see what buildings are available to build and at what level. Settlement Tree

- Level 1 (Outpost: Population 10-100)

- Level 2 (Camp: Population 55-500)

- Level 3 (Village: Population 300-2500)

- Level 4 (Small Town: Population 1400-12,500)

- Level 5 (Large Town: Population 7000-62,500)

- Level 6 (Small City: Population 34,750-312,500)

- Level 7 (Large City: Population 175,000-1,562,500)

- Level 8 (Metropolis: Population 868,750-7,812,500)

*Note on Settlement Sizes: If a settlement's population is in a population bracket higher than its sanitation system; this can result in increased infant mortality and a decrease in life expectancy. For every 1 level a settlement's sanitation is behind, life expectancy for the settlement decreases by 10 years, and infant mortality increases by 10 percent. (So make sure sanitation systems are up-to-date!)

Agriculture

- Camps:

     Corral (cattle, goats/sheep, horses, poultry, or swine)

     Garden (fruit, nuts, or vegetables), Fishing Pier (fish)

     Forestry Site (raw lumber)

- Villages:

     Pasture (cattle, goats/sheep, horses, poultry, or swine)

     Land Clearance (chocolate, coffee, cotton, grain, incense, fruit, nuts, sugar, tea, tobacco, vegetables, or wine)

     Fishing Dock (fish)

- Small Towns:

     Livestock Farming Village (cattle, goats/sheep, horses, poultry, or swine)

     Crop Farming Village (chocolate, coffee, cotton, grain, incense, fruit, nuts, opium, spices, sugar, tea, tobacco, vegetables, or wine)

     Fishing Village (fish)

     Lumber Village (processed lumber)

     Food Surplus (Settlement can last 6 month under siege)

- Large Towns:

     Small Livestock Farming Town (cattle, goats/sheep, horses, poultry, or swine)

  .  Small Crop Farming Town (chocolate, coffee, cotton, grain, incense, fruit, nuts, opium, spices, sugar, tea, tobacco, vegetables, or wine)

     Small Fishing Town (fish)

     Food Silo (Settlement can last 1 year under siege)

- Small Cities:

     Large Livestock Farming Town (cattle, goats/sheep, horses, poultry, or swine)

     Large Crop Farming Town: chocolate, coffee, cotton, grain, incense, fruit, nuts, opium, spices, sugar, tea, tobacco, vegetables, or wine)

     Large Fishing Town (fish, whale oil)

     Large Lumber Town (improved processed lumber)

     Food Storage (Settlement can last 2 years under siege)

- Large Cities:

     Food Warehouse (Settlement can last 3 years under siege)

- Metropoles:

     Food Reserve (Settlement can last 4 years under siege)

Agricultural Goods and Their Benefits

Livestock

- Cattle (Unlocks milk, beef)

     Milk (Needed to make dairy)

     Beef (+1 Str x lvl, -1 Public Health x lvl)

- Goats/Sheep (Unlocks milk, wool)

     Milk (Needed to make dairy)

     Wool (Needed to make wool clothing)

- Horses (Unlocks draft horses, war horses, quarter horses)

     Draft Horses (+1 mile per day travel x lvl for armies)

     War Horses (+1 Fort for cavalry)

     Quarter Horses (+1 Speed for cavalry and horse artillery)

- Poultry (+1 Fort x lvl)

- Swine (+1 Will x lvl, -1 Public Health x lvl)

Crops

- Fruit (+0.5 Refl x lvl)

     Wine (+1 Public Order x lvl)

- Vegetables (+1 Public Health x lvl)

     Chocolate (+1 Will, -1 Public Health)

     Coffee (+2 initiative x lvl, unlocks next level industrial buildings)

     Cotton (Needed to make cotton textiles)

     Grain (+1 Fort x lvl)

     - Sugar (+1 Refl x lvl, -1 Public Health x lvl)

     Incense (+1 Public Health)

     Spices (+1 Public Order, +1 Corruption)

     Tea (+1 initiative x lvl, unlocks next level industrial buildings)

     Tobacco (+1 Public Order, -10 life expectancy)

     Opium (+2 Public Order, -20 life expectancy)

- Nuts (+1 Will x lvl)

Seafood

- Fish (+1 Will x lvl)

- Whale Oil (+1 Law, +1 Corruption)

Lumber

- Raw Lumber (Unlocks transports)

- Processed Lumber (Unlocks destroyers, cruisers)

- Improved Processed Lumber (Unlocks corvettes, frigates, battleships)

*Note on Agriculture: Each building produces enough goods to satisfy the whole settlement. These goods can also be traded, but exporting these goods denies domestic usage. For example, if a player has only one horse farm and exports horses, they have no horses to give to cavalry. Alternatively, if a player has no horse farms, but imports horses from one trade alliance; they have enough for one cavalry training building. This also means, the impact of a product on a population scales based on availability. If a player has three settlements, but only one settlement has a cattle farm, the impact of the cattle farm is divided by three.

Defenses

*(Each Building employs 10% of settlement's workforce as Auxiliary (or police) which can defend a city and decrease crime)

- Camp: Fence (-1 Speed; +1 Law)

- Village: Earthen Wall (Difficult Terrain; +2 Law)

- Small Town: Palisade (1 move turn to scale; +3 Law)

- Large Town: Wooden Wall (Requires ropes to scale; +4 Law)

- Small City: Stone Wall (Requires ladders to scale, ram to breach gate; +5 Law)

- Large City: Great Stone Wall (Requires towers to scale, armored ram to breach gate; +6 Law)

- Metropolis: Epic Stone Wall (Requires artillery to breach wall, cannot breach gate; +7 Law)

Entertainment

- Camp: Stage: +1 Public Order

- Village: Hall: +2 Public Order

- Small Town: Theatre: +3 Public Order

- Large Town: Amphitheater: +4 Public Order

- Small City: Coliseum: +5 Public Order

- Large City: Entertainment District: +6 Public Order

Education

*(Each building educates 100% of settlement's workforce and benefits are based on target field.)

- Small Town: School

- Large Town: Academy (x2 Benefit)

- Small City: College (x3 Benefit)

- Large City: University (x4 Benefit)

- Metropolis: University District (x5 Benefit)

Educational Target Fields

- Agriculture: +1x lvl free agricultural export

- Army Officer: +1x lvl to all attack rolls for army troop types

- Engineering: Unlocks next highest level of buildings

- Law: +1x lvl Law

- Liberal Arts: +1x lvl Public Order

- Medicine: +1x lvl Public Health

- Navy Officer: +1x lvl to all attack rolls for naval troop types

- Philosophy: -1x lvl Corruption

- Politics: +1x lvl trade ally

- Religious: +1x lvl Law

Government

- Camp

     [Matri/Patri]arch's Home: -2 Corruption

     Elders' Council: +2 Public Order, +2 Corruption

     Stocks: +2 Law

- Village

     [Earl/Mayor]'s Hall: -3 Corruption

     Village Hall: +3 Public Order, +3 Corruption

     Marshal's: +3 Law

- Small Town

     [Count/Sheriff]'s Mansion: -4 Corruption

     County Seat: +4 Public Order, +4 Corruption

     County Court: +4 Law

- Large Town

     Duke/Governor]'s Vista: -5 Corruption

     Town Hall: +5 Public Order, +5 Corruption

     Hall of Justice: +5 Law

- Small City

     [King/Minister]'s Castle:-6 Corruption

     City Assembly: +6 Public Order, +6 Corruption

     District Court: +6 Law

- Large City

     [High King/Steward]'s Palace: -7 Corruption

     State Legislature: +7 Public Order, +7 Corruption

     State Court: +7 Law

- Metropolis

     Imperial Village: -8 Corruption

     Imperial Senate: +8 Public Order, +8 Corruption

     Supreme Court: +8 Law

Industry

- Camp

     Metal Smith (Unlocks copper, tin, bronze)

     Builder (Unlocks level 2 buildings)

     Potter (Unlocks clay)

     Jeweler (Unlocks lapis, turquoise, ivory)

     Trapper (Unlocks leather, furs)

- Village

     Mine (Unlocks iron, silver, gold)

     Blacksmith (Unlocks bronze; iron wares; daggers, arquebus, cutlasses)

     Builder's Home (Unlocks level 3 buildings)

     Potter's Home (Unlocks pottery)

     Glass Smith (Unlocks glass)

     Jeweler's Home (Unlocks [lapis, turquoise, ivory, silver, gold] jewelry)

     Trapper's Home (Unlocks leather goods, fur goods)

- Small Town

     Mining Camp (Unlocks diamonds)

     Blacksmith's Workshop (Unlocks sterling silver; daggers, arquebus, cutlasses)

     Brewer (Unlocks beer, liquor)

     Builder's Workshop (Unlocks level 4 buildings)

     Jeweler's (Unlocks bronze jewelry)

     Potter's Workshop (Unlocks porcelain)

     Creamery (Unlock dairy)

     Glass Smith (Unlock glass goods)

     Weaver's Workshop (Unlocks cotton fabric, wool fabric)

- Large Town

     Mining Village (Unlocks steel)

     Blacksmith's Forge (Unlocks sabers, muskets, carbines, pistols, light cannons)

     Carpenter (Unlocks level 5 buildings)

      Jeweler's Forge (Unlocks diamond jewelry)

     Textile Mill (Unlocks fine clothes, gaiters, winter gear, leg wraps)

- Small City

     Foundry (Needed to make rifles, revolvers, grenades, medium cannons)

     Stonemason (Unlocks level 6 buildings)

- Large City

     Weapons Factory (Needed to make rifle scopes [x2 range], heavy cannons)

     Architect (Unlocks level 7 buildings)

- Metropolis

     Industrial Quarter (Unlocks concrete, level 8 buildings)

Manufactured Goods and Their Benefits

Metal & Mineral Goods

- Ivory

     Ivory Jewelry (+2 Public Order, +2 Corruption)

- Lapis

     Lapis Jewelry (+1.5 Public Order, +1.5 Corruption)

- Turquoise

     Turquoise Jewelry (+0.5 Public Order, +0.5 Corruption)

- Copper

     Copper Jewelry (+0.5 Public Order, +0.5 Corruption)

     Bronze [Also requires tin]

     - Bronze Jewelry (+1 Public Order, +1 Corruption)

- Silver

     Silver Jewelry (+1.5 Public Order, +1.5 Corruption)

- Gold

     Gold Jewelry (+2 Public Order, +2 Corruption)

- Iron

     Iron Wares (+0.5 Public Order, +0.5 Corruption)

     Steel [Also requires improved processed lumber]

     - Sterling Silver [Also requires copper]

          Sterling Silver Wares (+0.5 Public Order, +0.5 Corruption)

- Diamonds

     Diamond Jewelry (+2.5 Public Order, +2.5 Corruption)

Ceramics & Glass

- Clay (Needed to make pottery, porcelain, grenades)

     Pottery (+0.5 Public Order, +0.5 Corruption)

     Porcelain (build city plumbing) [Also requires glass]

     - Porcelain Wares (+1 Public Order, +1 Corruption)

- Glass

     Glass Goods (+0.5 Public Order, +0.5 Corruption)

Agricultural Products

- Beer (+1 Will, -1 Law) [Requires Needs grain]

- Liquor (+2 Will, -10 Life Expectancy, -2 Law) [Needs grain or sugar]

- Dairy (+1 Fort) [Requires milk]

- Cotton Fabric

     Fine Clothes (+1 Public Order, +1 Corruption)

     Gaiters [For soldiers] (+1 Speed)

- Wool Fabric

     Winter Gear (+1 Fort)

     Leg Wraps [For soldiers] (+1 Fort)

- Fur

     Fur Goods (+2 Public Order, +2 Corruption)

- Leather

     Leather Goods (Unlocks boots, riding boots)

Weapons

-- Firearms (rifles, muskets, carbines, pistols, revolvers) [Requires Lead]

-- Side Arms (sabers, cutlasses, grenades [Requires clay], hatchers, daggers)

-- Artillery ([light, medium, heavy] artillery)

Military

Each building employs 10% of settlement's workforce into the military depending on the type of building constructed. Cavalry specific buildings require a number of horse farms or horse imports equal to the number of cavalry training sites to provide mounts for their troops. Likewise, artillery sites need an equal number of blacksmith buildings or imports to provide cannons for their troops.

- Camp:

     Muster Grounds (Unlocks Posses)

     Naval Boatswain (Unlocks Transports)

- Village

     Warriors' Hall (Unlocks Minutemen)

     Naval Shipwright (Unlocks Destroyers)

- Small Town

     Great Hall (Unlocks Militia)

     Naval Docks (Unlocks Cruisers)

- Large Town

     Barracks (Unlocks Levies)

     Naval Pier (Unlocks Corvettes, Marines) [Requires steel, improved processed lumber]

- Small City

     Fort (Unlocks Regulars)

     Naval Harbor (Unlocks Frigates) [Requires steel, improved processed lumber]

- Large City

     Castle (Unlocks Elites)

     Naval Shipyard (Unlocks Battleships) [Requires steel, improved processed lumber]

- Metropolis

     Ring Fort (Unlocks Guards) Nautical

- Camp: Foot Ferry (Unlocks trade across rivers)

- Village: Dry Dock (Unlocks trade along river)

- Small Town: Dock (Unlocks Sea Trade <1oo mi)

- Large Town: Pier (Unlocks Sea Trade <3oo mi)

- Small City: Harbor (Unlocks Sea Trade <1ooo mi)

- Large City: Shipyard (Unlocks Sea Trade <3ooo mi)

- Metropolis: Master Shipyard (Unlocks Sea Trade <10,ooo mi)

Religious Sites

Each building comes with benefits based on individual religions. As with history, a player does not know what benefits a certain site can bestow until the site is built; but each level of a settlement is dedicated to a specific level of a religion which could be a spirit or event from the religion's history, a venerated hero, a particular sect or sub-sect, or an entire religion- with benefits based on the dedication of the site.

- Village: Shrine (Hero)

- Small Town: Altar (Spirit or Event)

- Large Town: Temple (Regional Deity/Saint or Sub-sect)

- Small City: Large Temple (Deity/Saint or Sect)

- Large City: Holy Quarter (Creator Deity or Entire Religion)

Sanitation

- Camp: Trenches

- Village: Outhouses

- Small Town: Sewers

- Large Town: Public Baths

- Small City: Aqueducts

- Large City: City Plumbing [Requires porcelain]

- Metropolis: Reservoirs [Requires porcelain]

Transportation

These buildings are built across a territory rather than only one settlement and connect settlements to each other and to their subdivisions (like farms and ports). Roads only employ workforce while under construction (10% of each settlement in the subregion), while lodging permanently employs 10% of a subregion's workforce.

[No roads] (3 mpd travel; 6 squares in combat)

Level 1

- Paths (5 mpd travel; 1 mile per hour in combat)

Level 2

- Trails (10 mpd travel; 2 miles per hour in combat)

- Camp Sites (+1 mpd travel)

Level 3

- Dirt Roads (15 mpd travel; 2 miles per hour combat)

- Bunk Houses (+1.5 mpd travel)

Level 4

- Gravel Roads (20 mpd travel; 3 miles per hour in combat)

- Lodges (+2 mpd travel)

Level 5

- Stone Roads (25 mpd travel; 4 miles per hour in combat) [Requires at least 1 stonemason in the nation]

- Taverns (+1.5 mpd travel)

Level 6

- Paved Roads (30 mpd travel; 6 miles per hour in combat) [Requires concrete]

- Motels (+3 mpd travel)

Level 7

- Paved Highways (35 mpd travel; 9 miles per hour in combat) [Requires concrete]

- Hotels (+3.5 mpd travel)

MILITARY TREE

Weapons: A military unit can have up to three weapons- a "main" weapon, a "side arm," and a "back-up." Additionally, soldiers can always default to unarmed (fists) if desperate. If a unit is in constant combat for a full hour, they will default to the next weapon in their arsenal until they receive a minimum of 15 minutes' break from combat. Once a unit has been fighting for three consecutive hours, the soldiers in the unit resort to fighting with their bare hands.

Ranged Weapons: An attack roll is made to determine what percentage of a unit's soldiers actually hit the enemy soldiers. For example: if a player rolls a 7 on a d20 and the unit gets a +2 from its abilities, then 9% of the unit has hit enemy soldiers. Then the player rolls a damage die to determine how many enemy soldiers were hit. For example: if a player then rolls a 3 on a d6 and the unit gets a +4 bonus, then 7 of that 9% landed lethal blows on enemies. If this example unit has 100 soldiers, that would mean 7 soldiers of the target unit have been killed. At double distance, attack roll is divided in half to account for the lower odds of hitting targets, but the damage remains normal.

     - Sling: Att Dex v Refl; dmg 1d8+lvl; Range 10/20 ft

     - Javelin: Att Dex v Refl; dmg 1d6+lvl; Range 30/60 ft

     - Atlatl: Att Int v Refl; dmg 1d6+lvl; Range 50/100 ft

     - Recurve Bow: Att Dex v Refl; dmg 1d6+lvl; Range 100/200 ft

     - Longbow: Att Dex v Refl; dmg 1d6+lvl; Range 150/300 ft

     - Crossbow: Att Int v Refl; dmg 1d8+lvl; Range 150 ft

     - Hand Gun: Att Int v Refl; dmg 1d8+lvl; Range 10/20 ft

     - Pistol: Attack Dex vs Refl; Dmg 1d8+lvl; Range 10/20 ft

     - Arquebus: Att Int v Refl; dmg 1d8+lvl; Range 15/30 ft

     - Revolver: Attack Dex vs Refl; Dmg 1d8+lvl; Range 15/30 ft

     - Carbine: Attack Dex vs Refl; Dmg 1d10+lvl; Range 20/40 ft

     - Musket: Att Dex v Refl; dmg 1d10+lvl; Range 25/50 ft

     - Rifle: Att Dex v Refl; dmg 1d12+lvl; Range 30/60 ft

     - Sharps Rifle: Att Int v Refl; dmg 1d12+lvl; Range 50/100 ft

     - Grenade: Attack Cha vs Will; Dmg 2d4+lvl; Range 10/20 ft

     - Gastraphete (2-person crew): Attack Int vs Will; Dmg 2d6+lvl; Range 10/20 ft

     - Ballista (3-person crew): Attack Int vs Will; Dmg 2d8+lvl; Range 20/40 ft

     - Onager (4-person crew): Attack Int vs Will; Dmg 2d10+lvl; Range 50/100 ft

     - Greek Fire (5-person crew): Attack Int vs Will; Dmg 2d12+lvl; Range 20/40 ft

     - Trebuchet (5-person crew): Attack Int vs Will; Dmg 2d20+lvl; Range 100/200 ft

     - 6 Pound Cannon (6-person crew): Attack Cha vs Will; Dmg 3d6+lvl; Range 200/400 ft

     - 9 Pound Cannon (6-person crew): Attack Cha vs Will; Dmg 3d8+lvl; Range 300/600 ft

     - Congreve Rocket (12-person crew): Deals no damage, but gives other units +1 bonus to ranged attacks until the end of the round

     - 12 Pound Cannon (6-person crew): Attack Cha vs Will; Dmg 3d10+lvl; Range 400/800 ft

     - 18 Pound Cannon (6-person crew): Attack Cha vs Will; Dmg 3d12+lvl; Range 600/1200 ft

     - 24 Pound Cannon (6-person crew): Attack Cha vs Will; Dmg 3d20+lvl; Range 800/1600 ft

     - Gatling Gun (12-person crew): Attack Cha vs Will; Dmg 4d10+lvl; Range 400/800 ft

     - Howitzer (12-person crew): Attack Cha vs Will; Dmg 4d20+lvl; Range 1000/2000 ft

Melee Weapons:

     - Unarmed Melee: Att Str v Fort; dmg 1d4+lvl

     - Dagger: Att Str v AC; dmg 1d4+lvl

     - Bayonet: Attack Str vs AC; Dmg 1d6+lvl

     - Club: Att Str v Fort; dmg 1d6+lvl

     - Hatchet: Att Str v AC; dmg 1d6+lvl

     - Sickle Sword: Att Str v AC; dmg 1d6+lvl

     - Short Sword: Att Str v AC; dmg 1d6+lvl

     - Arming Sword: Att Str v AC; dmg 1d6+lvl

     - Spear: Att Str v AC; dmg 1d6+lvl

     - Great Club: Att Str v Fort; dmg 1d8+lvl

     - Battle Axe: Att Str v AC; dmg 1d8+lvl

     - Longsword: Att Str v AC; dmg 1d8+lvl

     - Zweihander: Att Str v AC; dmg 1d8+lvl

     - Longspear: Att Str v AC; dmg 1d8+lvl

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